Gamifying Learning in High Schools: Perceptions of Students in Selected African Countries

J. Osakwe, G. Iyawa, M. Ujakpa, Jovita Mateus
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Abstract

The aim of this paper was to present the findings from an empirically grounded investigation into the perception of Students on gamifying learning in high schools within African countries, informing the current literature on gamification in learning within African contexts and providing a new approach on how gamification can be incorporated into learning within African countries namely Namibia, Nigeria, Ghana and Kenya. The study was conducted in four countries in Africa. 800 quantitative survey questions were distributed among high school students in these countries. However, 525 questionnaires were completed. Simple random sampling technique was used. Descriptive Statistics was used to analyse the findings using the Statistical Package for Social Sciences (SPSS). The findings revealed that students are already actively involved in gamified learning activities in class and found them useful for their learning. However, there is a need to look at the distractive tendencies it poses in class. Recommendations on how to incorporate gamification in learning within African countries are proposed.
高中游戏化学习:部分非洲国家学生的看法
本文的目的是介绍一项基于经验的调查结果,该调查针对非洲国家高中学生对游戏化学习的看法,介绍非洲背景下学习中的游戏化的当前文献,并提供一种关于如何将游戏化纳入非洲国家(即纳米比亚、尼日利亚、加纳和肯尼亚)学习的新方法。本研究在非洲四个国家进行,在这些国家的高中生中发放了800个定量调查问题。然而,共完成了525份问卷。采用简单随机抽样技术。描述性统计使用社会科学统计软件包(SPSS)来分析研究结果。调查结果显示,学生们已经积极参与到课堂上的游戏化学习活动中,并发现这些活动对他们的学习很有用。然而,有必要看看它在课堂上造成的分散注意力的倾向。就如何将游戏化纳入非洲国家的学习提出了建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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